Since the job forums have been pretty inactive for awhile, I thought I'd start a new topic in each devoted to things you'd like or wish that Square Enix would do with each job. They can be legitimate things you'd like to see, or they could be absurd, and, while they can be, they don't have to be any serious or groundbreaking changes you think each job needs, just something you think would improve them a bit in some form. Just try to keep the topic clean and drama free (emphasis on try). Just have some fun with this and let your ideas soar.

Separate the Waltzes down a bit to make them more useful. I know this is a possibility that's already being hinted at with things like Steal/Despoil and Jumps having split recast times, and I'm not saying give all of them their own timers, but just split them based on their types. Have the Curing Waltzes on their own time, Healing Waltz on its own time, and Divine Waltzes on their own times. Keeping them on one combined recast is like forcing Cures and -na spells to be on the same recast time, and when the situation arises, you have to choose between trying to Cure yourself from taking a huge hit, or removing the super-powerful poison associated with it.

...draining with sambas is kind of like you smack the thing and as you smack blood flies out... normally the blood would just you know fall and be red an what-not, but, with the samba your all whacked out and decide to drink the blood as it flys out. thus not adding MORE damage just taking more advantage of your damage. at least thats my take on it.

Separate the Waltzes down a bit to make them more useful. ~ Have the Curing Waltzes on their own time, Healing Waltz on its own time, and Divine Waltzes on their own times.

I'd like to see it split even further, as in, being able to curing waltz III, and curing waltz IV back-to-back. I've suggested before, but in general, I'd just love to see all Even-waltz, and all Odd-waltz be on seperate timers. (I.E. Waltz I group = waltz, waltz III, and waltz V : while waltz II group = waltz II, and waltz IV).

The current setup of having to choose 'one' waltz and wait a long time is complete BS.

That... or perhaps more easlily accomplished... lower the recasts of ALL waltzes down to about 5 seconds, across the board, which would do mostly the same thing.

Along those same lines, I'd like the recast of all jigs lowered to about 10-seconds or less, so I can spectral jig after a chocobo jig, or vice-versa, without having to stand there like an idiot for 30 seconds.

Perhaps a JA that, when active, would use FMs to strip debuffs. So, say I have 5 FMs stored, and I use the JA. Then I'd get a status effect that would be on hold until I'm afflicted with a debuff. Upon landing, with my JA active, it would use up 1 FM to remove the debuff after a tic or so, and would continue to do so for each debuff until they're all gone or I'm out of FMs.

... yes, as is, it'd be easily exploitable to just keep FMs up. In order to balance the JA, you would be unable to gain any FMs while it is active. You can still use steps and affect your target with them, but you won't gain any FMs. Due to the nature of this limit, it prevents the JA from being used all the time as a safety net. Manually cancel to regain ability to acquire FMs. Maybe give the JA a 10 or 15 minute recast so it's not something easily abused.... maybe place it in a tier 4 Flourish category.

Dancer needs to be able to control pace of fights more like how bard can. But without doing it the same way, to the same effect. I propose giving dnc a stomp that stuns target, should also get an AoE stun stomp as well. Neither does DMG or an extremely small amount. 5 Minute recast for both.

Confuse flourish lvl 40 - Similar to animated flourish, except breathe attack cone DMG AoE type. Causes confusion, Enemies fight target nearest to them(similar to how bind use to be.) Again only loses confuse effect after set duration or if struck by party member/player/npc. Might still want to have it attack itself a round or two.

I think Reraise ability for DNC would be a waste of TP. DNC has a very high level of survivability versus other jobs. It may come in handy once in a while, but I don't think it rises to the level of useful.

Saber/Fan Dance -1) Eliminate the restrictions from these JAs. (So we can Waltz with Saber up and Samba with Fan up)

New SP1 -1) Remove the 3-use limitation from this JA but don't change the duration.

Waltzes

All Waltzes -1) Slightly decrease the base HP healed by Waltzes (offset). 2) Dramatically increase the amount of HP healed by waltzes relative to (target's VIT + user's CHR). -- Ultimately, this should increase the HP healed by waltzes slightly as a naked character, and increase it substantially (say, by 40%) in a character wearing a perfect set of VIT/CHR gear. 3) Split Waltz Timers odd/even, putting Healing Waltz in a separate category. 4) Reduce the recast timer for Curing Waltz IV/V and Divine Waltz by 5 seconds each. 5) Reduce the recast timer for Divine Waltz II by 10 seconds.

Healing Waltz -1) Make a higher tier version of Healing Waltz that removes 2 status effects instead of 1. 2) Make an AoE version of Healing Waltz that removes one status effect from everyone within 9.9' of the target (same as Divine Waltz but for statuses). 3) Introduce a priority into the removal process. For instance: Paralysis > Plague > Silence > Weight > Evasion Down > Defense Down > etc.

Steps

Presto -1) Make Presto a job trait that provides the current bonuses of Presto to any two Steps used at least 30 seconds apart.

Drain and Aspir Sambas -1) Make these Sambas depend on the weapon delay before delay reduction. Calibrate it so that a naked DNC99 (Dual Wield IV) will drain about as much as they currently do with daggers. 2) Make Drain and Aspir Samba reduce monster HP/MP.

Flourishes

Desperate Flourish -1) Give an accuracy bonus to this Flourish, or just ignore it because it would still be near-worthless.

Building Flourish -1) Make it apply to melee hits, but still be consumed by WS. 2) Move it to Flourishes III.

Wild Flourish -1) Make it work with Tier 2 skillchain properties (like Konzen-ittai). 2) Make it take priority over chainbound statuses given by normal weaponskills.

Striking Flourish -1) Make it so that Charis Casaque +1 and +2 enhance Striking Flourish if worn only for activation. 2) Make it so that Charis Casaque +1/2 add the normal critical hit rate to their enhanced rate.

:: No Change :: Haste Samba, Violent Flourish, No Foot Rise, and Reverse Flourish are strong and have a strategic use. Their uses may decrease, but they won't go away. Climactic Flourish has kind of a crappy use at the moment, but it's the best from Flourishes III so I left it alone.

The Effect

These changes are a mix of things that I think are logical or would make DNC more fun to play (like the Flourish and Waltz adjustments) and those that are necessary to make us useful in alliance content (like the Samba and Step adjustments). If these were all implemented, I think that every (smart) alliance would have one Dancer in it. Our debuff potency and Haste or Drain Samba (depending on buffs) would justify our spot.

With 2013 behind us and 2014 just starting, what would you like to see come to the Dancer job? Has Adoulin changed your cutter of rugs in a way that you do or don't like? Is there an unresolved issue that you think they still need to fix?